Wizard Spell and Metamagic combinations


Advice


I am new to PF and would like some advice. I am playing a wizard and have taken the magical lineage trait, though i have not chosen a spell yet. I have also just hit level 5 and have 2 feats to choose. I am asuming this would be a good time to choose metamagic feats and combine them.

Please could people give me some advice as to what to choose for feats and spell combinations. I dont mind conserving anything till later if it was worth waiting.

Many thanks


At level 5 you can grab both Heighten and Preferred Spell. This will allow you to cast your favourite spell spontaneously and to apply metamagic to it on the fly. Magical Lineage will reduce the cost by 1.

Decent options at level 5 would include:

Persistent Grease with a level 2 slot
Persistent Glitterdust with a level 3 slot
Extended Haste with a level 3 slot

It really depends on what your other feats are.


Dazing Spell + Nuke of somesort (fireball is the prime offender).
Heighten spell + Dazing spell + snap dragon fireworks = a daze every turn
Persistent spell and any save or suck/save or die .
Rime spell is nice if you are a admixture evoker.
Once again for admixture evokers intensify spell / empowered spell / maximize is good because if a creature has any elemental vulnerabilities you are hitting it.

Preferred spell fireball for a admixture evoker is pretty darn spiffy as well as magical lineage fireball.

With spell perfection + intensify spell + maximize spell + Intense spells , you will be dealing 97 damage at lvl 15 for a third lvl spell slot dosent seem like much but its not a bad thing to fall back on and against a critter with a elemental vulnerability you deal 137 .


On Magical Lineage it very much depends on how long your campaign is likely to run. Choosing higher level spells essentially means losing one of your traits for much of the game. However if you think you will hit higher level then it may be worth it given it allows you to apply metamagic spells to more effects.

If you will get to high levels I would be inclined to choose a level 6 spell as you can then quicken it. This goes double if your GM allows Spell Perfection.

If you are more likely to end around 12th level then I would be looking at level 3-5 spells. Any of your preferred save or suck spells are good choices as getting Persistent Spell for +1 is very strong.

If you want to target Will then Suggestion, Charm Monster, Dominate Person and Mass Suggestion are all good options. Targetting Fortitude then you want Stinking Cloud, Baleful Polymorph or Flesh to Stone. If you are looking to target Reflex then you are probably blasting with Dazing Spell so Fireball and Fire Snake are good option. A level 5 spell slot Dazing Fireball creates a 20'r blast which denies opponenets actions for 3 whole rounds. Thats pretty much death to many encounters.


Spark + either silent or still spell. SPark is either somatic OR spoken. So you could set things on fire without appearing to do anything. Plus with magical lineage it would still be a cantrip so it's at will.


andreww wrote:

On Magical Lineage it very much depends on how long your campaign is likely to run. Choosing higher level spells essentially means losing one of your traits for much of the game. However if you think you will hit higher level then it may be worth it given it allows you to apply metamagic spells to more effects.

If you will get to high levels I would be inclined to choose a level 6 spell as you can then quicken it. This goes double if your GM allows Spell Perfection.

If you are more likely to end around 12th level then I would be looking at level 3-5 spells. Any of your preferred save or suck spells are good choices as getting Persistent Spell for +1 is very strong.

If you want to target Will then Suggestion, Charm Monster, Dominate Person and Mass Suggestion are all good options. Targetting Fortitude then you want Stinking Cloud, Baleful Polymorph or Flesh to Stone. If you are looking to target Reflex then you are probably blasting with Dazing Spell so Fireball and Fire Snake are good option. A level 5 spell slot Dazing Fireball creates a 20'r blast which denies opponenets actions for 3 whole rounds. Thats pretty much death to many encounters.

A persistent dazing fireball can axe soo many encounters its not funny.


Stasiscell wrote:
A persistent dazing fireball can axe soo many encounters its not funny.

Pretty much although even with Magical Lineage thats a 7th level spell so you arent casting it until 14th level unless you have a metamagic rod.

One interesting point about Daze is that nothing seems to be immune to it. Some creatures are immune to stun (Constructs, Oozes, Plants and Undead) but daze gets its own separate entry in the glossary and doesnt reference stun.

Interestingly for Constructs a Dazing Stone Call or Black Tentacles can both daze and damage them as they are not subject to SR.


Craft rod is a good 9th lvl feat to cut down on rod costs and double up the ammount of rods you have for character wealth.

Also you dont need the metamagic feat to craft the rod you just take a penalty to the craft check.

This is a good way to load up on cheap utility rods.

Reach (1500g) , Extended (1500g) , Enlarge (1500g) , Merciful (750g) , Ectoplasmic (1500g).

Thats also why i recommend craft wondrous as a 3rd lvl feat.

These 2 feats save you and your party soo much money it isnt even funny .

I once had a party that consisted of a wizard with craft rod and wondrous (me) , a bladebound magus and a barbarian we had soo much extra gold it wasnt even funny all our characters were decked out .

Gear is power and alot of times gold = gear not to mention that if a gm is stingy with drops and dosent allow magic mart in his campaign then you can craft the 2 most important items for your wizard, wondrous items and rods.


Hi guys thanks for the reply, firstly i gues im going to be playing a while so level isnt really an issue, though i do like fireball the combinations for it sound amazing. i took improved initiative at 1 and wondrous item at 3 and have made a couple things. i dont understand how you can create rods without the feat please explain that to me?gold is a massive issue.. i thijnk, were playing skull and shackles and always seem so short... me in particular.

one more thing, once i take a feat can i apply it to multiple spells so long as i follow the increase in level thing? ie apply it to a level 1 spell to make it level 2 and also to another level 2 spell to make it level 3? so from one metamagic feat i have upgraded 2 spells?


Yes, you can apply the metamagic feat to any of your prepared spells but it much fill up a higher level slot. So for example at level 5 you could prepare an Extended Invisibility spell in a level 3 slot and an Extended Mage Armour in a level 2 spell slot.


You can also choose selective spell + magical lineage fireball, you can admixture it too, so you can blast without impunity if allies are nearby (or yourself).


That is amazing thanks, one last question too then, of I use my bonded object to cast the fireball can that also have selective spell on it?

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Wizard Spell and Metamagic combinations All Messageboards

Want to post a reply? Sign in.